Developer QnA Stream Summary | 20th January 2022
this summary wont have as many jokes in because i am not in a good mood at time of writing and really struggling with the comedy lol
very important message
First and foremost, I would like everyone to read this, and to read it carefully.
If anyone thinks I'm doing this to "bootlick" the devs, as I've seen plenty of times today, I'd like to highlight the fact that I lose an entire afternoon and plenty of previous days planning these, and not to get good boy (pun intended) points in with the developer team that most likely won't even see this, but to help the community when they're unable to watch an entire stream in one go. When they have hearing impairments, or a busy schedule, and having a written version allows them to effectively receive the information in alternate ways. It's here for everyone to refer back to when needed, either for yourselves or for others, and it's here to be generally helpful.
I know that a vast majority of people appreciate that- and appreciate the effort that I put into these myself. These used to be done by others, and it would take upwards of a week sometimes (no shade meant- I'm friends with one of them and she's an absolute saint.)- but I manage to get these done in under half a day.
I do all of this to help people out here, because despite my comments of hating everyone there are a good few I respect and like, and who I think deserve this time and effort. But I have had it up to here with these comments, so to set the record straight, I do not do this for myself. I do not do this for brownie points, but I do this for other people.
Anyway that's the serious stuff out the way.
stream summary for 20th january 2022.
May I please request that people do not use the quote feature on this post, nor should they paste it's link to these forums in any form other than a hyperlink, because if you do you'll get a rich post error and nobody wants those. Your comment will be lost to space time and all of your hard work will be yeeted so let me repeat do not use the quote feature on this post nor paste it's link to these forums. Hyperlink if you must.
Hey guys, it's me- GBK, your friendly neighbourhood dickhead- back with another stream summary because the devs gave us another QnA stream.
For anyone who doesn't know, I sit and watch through the dev stream then try to summarise all the information as best as I can, featuring horrible jokes, added context, copy/paste disclaimers, and my opinions nobody asked for.
This Stream is from 18th January. For the most recent stream summary, please follow this hyperlink (October 7th 2021).
This post is split into two parts. Please do not comment until I post the second part in the comments; thank you!
With that out of the way, let's go. And remember, I stopped playing Back 4 Blood for this.
disclaimers
The following contains official information, unofficially worded. Unless it's in quotation marks ("like this") please do not look too far into the wording of a particular anything. That would be my bad in getting something lost in translation, not the bad of the developers. Thanks!
Please note I will try my best to stay as true as possible to all information said on-stream, however, and apply more context where needed, or just add in my own opinion or jokes. The latter 2 will be in italics to make it clear what is my input and what is not.
I am not affiliated with BHVR Interactive, or the Dead By Daylight team, in any way, regardless of what anyone may think. Not yet, anyway.
Remember, this is a summary. For the full experience, please check out the video, which will be edited below as soon as I find it (prepare for a link to the Twitch VOD to be there temorarily until it appears on YouTube).
Twitch VOD (theoretically timestamped):
https://www.twitch.tv/videos/1270103249?t=00h11m07sYouTube Video:
featured
Featured on this stream were:
Peanits (Community Manager), @Peanits
Justin (Product Manager)
Patrick (Lead Game Designer)
opening messages
Right off the bat, let's talk about Circle of Healing.
It's being nerfed! In the next patch!
The plan is to continue to look at how the perk performs with these reduced values, and if it needs further nerfs it will get them.
Also, grade rewards are being increased! At launch, these were a little bit low, so they've bumped them up. Here's the newer grade rewards.
This is per grade- meaning you can earn up to 2 million bloodpoints. Moreover, they are not bound by the cap. Happy grinding!
Finally, there is currently a Bloodrush (1.5x Blood Point event) going on until tomorrow, so- go play some games.
questions
@KissMyMuttonTTV (Twitter) - Will there ever be basekit Borrowed Time/Decisive Strike?
There are no plans to make DS basekit. Are there any plans for BT? There are no plans to make DS basekit.
Note the wording. Please.
@mx_zan (Twitter) - When is Switch cross-progression coming?
So basically there's quite a few technical aspects not controlled by BHVR, so transparency on cross-platform progression has not been entirely possible. They're now no longer able to provide a clear ETA, and as soon as a more concrete date is available it will be shared.
@Daithiee (Twitter) - Is console cross-progression coming?
Not for the time being- it's a wanted feature, however is not something they can promise because it isn't solely their decision.
@TheKingTwitch (Twitter) - Will Boon totems be getting any changes?
Boon Totems, as a general mechanic, are working as intended overall. In general, they are not overpowered; Circle of Healing has already been discussed, but this was the problem child and has been addressed, and will continue to be addressed if it continues to be a problem. On that note, each individual Boon itself is being looked at independently, but as for the mechanic itself there likely won't be any sweeping changes anytime soon.
@MemeDewd (Twitter) - Hen rush
(It was one of the most upvoted things)
@DeadlyCobra - Are there plans to fix Dead Hard validation against certain powers?
This is a slow-going process because it has to be checked on a case-by-case basis, as it involves powers. But it's on the radar- particularly Blight's rush or Nemesis' Tentacle Strike.
@Humperdinker - Hex: Ruin was reworked due to it's overuse; what about Dead Hard?
Yes- they are looking at Dead Hard!
It's a difficult case due to the frustration coming from different places- some the design, some the network, some the validation, etc- but yes it is on the radar. However, due to needing to tackle this from a design and a technological angle both, it will take a while.
This rework will most likely be looking at the dodging aspect and trying to reduce frustration there, particularly through validated hits (there should be an update to this coming to live when the patch hits), however they're also looking at it from a game-design standpoint, particularly Dead Hard for Distance:tm:. There's nothing specific to mention, but they are looking at it.
@Otzdarva - "Can we expect more QOL changes (streamer mode, perk loadouts, etc)?"
Some of these are definitely coming sooner, rather than later. No announcement on when, but a laundry list of these and similar QOL changes were being looked at, and there should be more to reveal in the near-to-mid future.
@chrisrnj (Twitter) - "What happened to the early game mechanic?"
This was talked about on the last stream too (you really should read my summaries more) but here it is repeated:
The short answer is that it got scrapped. The longer answer is that it got scrapped after internal communication and internal prototypes revealed that it added nothing really to the game, and felt very unfun to deal with on both sides. That said, some of those ideas have been recycled into other prototypes.
The sad thing about sharing early news like that, particularly with early internal discissions, is that many don't make the cut, which is one of the reasons why they're not very transparent on things until they're almost ready.
@jessicarevane (Twitter) - "Can we make SBMM more skill based?"
Due to trying to keep this breif, Patrick is simplifying things here, but here is a word for word transcript of what he says:
"There's a common misconception that by just using kills and escapes to adjust MMR, it is "ignoring" your skill in the game. This isn't the truth though, this is false- kills and escapes are proxys for skill, in that skilled play inherently leads to kills and escapes; think about sports, and I'll use hockey as an example, because I'm Canadian- you wouldn't say "They only count wins when playing teams in the standing, but they should also count shots on goal too! A more skilled player takes more shots!"
"And while that's certainly true, it's important to remember that shots lead to goals, which lead to wins, so you can cut the middleman out there. And that's the key- skilled plays lead to wins. If they don't, are they really skilled plays? If your skilled play doesn't get you a win, was it really a skilled play? And that's the same in DBD- killing survivors or survivors escaping alive. That's what MMR predicts- the chance of the killer killing survivors or the survivors escaping alive, and the system is very good at predicting that.
However, we're looking at some improvements to the current system. An example is to take team results into account with survivors, in addition to the personal result. This takes some time, there's a lot of fun math[s] which I could talk about forever, but we need to prove it's working, that's there's value in it, there's correlations, and so on. More details on that- on SBMM in general- are on our most recent dev blog."
And you can find said dev blog right here:
@Peanits said:
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Happy New Year! We’re back after a quick break and jumping right back into things with another developer update. Like last time, there’s too much to go through in one sitting, so check back tomorrow for part 2. Most of this will appear in the upcoming Mid-Chapter, but we also wanted to be a bit more transparent with what we’re working on for the future. For the sake of clarity, we’ve marked anything that’s for a later update with “Future”.
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Future: Patch Optimization Plans
Depending on where you play, it can either take a while to install a patch or patch sizes can be unusually large. Needless to say, this isn’t ideal: When new content releases, who wants to wait around for it? That’s why we’re working on improving the update process going forward.
First of all, why does it take so long? To keep it simple, the game is split up into small chunks. This way when the game updates, you only need to download the chunks that changed rather than the whole game. The trouble is, as the game has grown over the years, so have these chunks, which makes downloads and/or patch times (depending on which platform you’re on) longer.
So what are we doing about it? In the short term, for Steam only due to technical reasons, we will be compressing the files more starting this Mid-Chapter. This will make patch times as much as 50% faster and decrease the amount of disk space required by about 18 GB.
Next, we’ll be restructuring these chunks in a future update. This will affect all platforms and make patch times up to 200% faster!
IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.
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Future: Matchmaking Optimization Plans
We’re a few months into Skill Based Matchmaking (SBMM), and we’d like to shed some light on what we’ve been working on and the improvements we’ll be making going forth. Though it may be polarizing, we want to be as transparent as possible when it comes to SBMM, as the discussions that stem from it are incredibly valuable to us as we continue to work on improvements.
The game and the community are constantly changing, and the matchmaking system should always be adapted to support them. This is why we’re constantly making changes behind the scenes. One recent example came from an influx of new players. We noticed that the default rating was placing first-time players against some fairly experienced opponents. So, to remedy this, we lowered the default rating for new players so they would be more likely to play amongst each other. We’re regularly making changes like this behind the scenes to find the best balance of fast queues and quality matches.
Beyond small tweaks, we’ve identified some areas where the system could be improved. Let’s run through each of them quickly:
Backfill Improvements
If someone leaves a lobby, the matchmaker needs to find a replacement (a.k.a. backfill). Right now, it heavily favours a quick replacement over a quality one. This can lead to some matches where one (or more) players are outside of their normal skill range. We’re going to work towards finding a good balance between quality and wait times.
Disconnection Handling
Currently, the SBMM system doesn’t handle disconnects as well as it could. We’re looking to make adjustments to handle them better and make sure disconnects are treated fairly when altering someone’s rating.
Extended Breaks
When someone takes an extended break from the game, their rating does not change. This isn’t ideal since you’re bound to be a little rusty after not playing for a while, and returning to difficult matches is a recipe for a frustrating night. We’re hoping to introduce a mechanic that adjusts your rating(s) when you’ve been gone for a while to ease you back in when you return.
General Improvements
This one is a little more technical: The game will detect which server you have the best connection to and match you with other players who are close to that server. This works well enough, but if you’re right between two servers, you’ll only be matched with one set of players. For players who have good connections to more than one server, we’d like to open up matchmaking and allow them to find matches with either set of players. This can help balance out queue times at off-peak hours and even improve the quality of the matches made.
As a note, these changes will take a while to develop, but we’re confident that these will make notable improvements on the matchmaking system.
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Future: Solo Survivor Experience
If you’re reading this, you’ve been left on the hook at some point. Okay, maybe not, but the chances are very high.
Thanks to Skill Based Matchmaking ratings, we’re able to see the impact playing with a premade group has on the outcome of a match at various skill levels. The data confirms our suspicions: As skill goes up, so does the gap in survival rates between solo survivors and premade groups. In the top end of skill levels, the difference in escape rates can be as much as 15%.
This isn’t great: This difference between solo Survivors and groups makes it difficult to find a perfect balance. If we balance Killers around premade groups, solo Survivors get left behind. Meanwhile, if we balance around solo Survivors, Killers will have a rough time against groups. With that in mind, we’re working on some measures to bridge the gap between solo Survivors and premade groups, which will allow us to better balance Killers as a result.
We’re aiming to strike a balance between making the solo player(s) feel like they’re a part of the team without being overbearing. For example, we want to share key pieces of information, like “What are my teammates doing?”, but not too much info, like showing everyone’s exact location. To put it simply, the idea is to bring solo Survivors up to the same level, not give people excessive information that makes even premade groups stronger.
We want to share a very early peek at one potential way of closing this gap. Before we do, we want to stress that this is in the very early stages; we’re curious to hear what you think, but please keep in mind that it may change or even be scrapped entirely.
One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors.
Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on.
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New Betas Tab
Sometimes we think up some experimental features that we’d love some feedback and data on, but they aren’t quite ready to release into the wild just yet. Enter the Betas tab!
Next time you head to the Settings menu, you’ll see a new Betas tab. Here, you’ll find betas for upcoming features that you can opt in or out of as you please. Want to share your thoughts on something early on? Awesome, opt in!
The icing on the cake: You’ll be rewarded with extra Bloodpoints for the first bunch of matches you play with a beta activated.
Unlike the Player Test Build, these Betas are also available on consoles. Everyone’s invited!
So, the only question is, what’s the first beta going to be? How about…
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Wiggle Update
Last year, we changed struggling from button mashing to skill checks, making it much more accessible and a lot easier on your buttons & keys. We’ve been working on a similar update to wiggling as well, and we’re finally ready to share it with you.
Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!
This interaction keeps wiggling interactive while requiring far fewer inputs and is much easier on your joysticks, making it more accessible to players with repetitive strain injuries. Additionally, each side of the skill check can optionally be bound to a different button to further increase the gap between repeated button presses.
This update will first appear in the betas tab, allowing you to opt in as you please.
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Toggle Interactions
On the topic of accessibility, another feature that will be debuting with this update is a toggle mode for interactions. This new option, which can be enabled in the Settings, makes holding a button for long periods of time a thing of the past. Simply press the button to start the interaction and press it again to stop it.
To go with it, you’ll also find a new option to cancel interactions by sprinting. Enabling this will automatically cancel actions and cause you to start running whenever you sprint.
Our goals with these new settings are to make Dead by Daylight more accessible, and to provide an alternative for players that don’t wish to hold a button for the entire length of an interaction. Plus, this frees up a hand so you can take a drink while hitting skill checks! (We’ll still predict when you’re taking a drink and give you a skill check, though, that’s our favourite feature.)
If you’ve made it this far, you’ve earned yourself a break from reading - check back tomorrow for part 2! But before you go, we have one last bit of news for today: The Player Test Build opens Wednesday, January 5th. See you there!
The Dead by Daylight team
@jefelipe_ - "Why don't hooks count towards your rating?"
This was discussed with the team, and is a good example of the previous comment. This wasn't included due to weird cases when taken to extremes- if you got 8 hooks but 0 kills, which counted towards your rating, you could easily end up in a scenario where that counts as a "win" and moves you up the rating, even if that isn't a "win" since all survivors escaped alive. That also doesn't make sense for the survivors- the killer won, so they lost, even though they all got out. Unless that's then counted as an "everybody wins" which makes the maths so much harder. Kills and escapes, despite being simplistic, solves a lot of the issues with more complex systems.
@Pulsar - "When in 60FPS coming to last gen consoles?"
This is a very fun elephant in the room. That roadmap back then was a little too ambitious, and not everything included has happened. Yet.
They've managed to optimise the game where the GPU (Graphics Processing Unit) is hitting the target for 60FPS, so all that's needed now is CPU (Central Processing Unit) optimisations. In 2021, they worked on converting old blueprint code to C++, and stopping the loading of events when they're not needed on-screen. This helped drop the CPU time, and they will continue to do so in 2022. In the upcoming Mid-Chapter, they have improvements for The Nurse and skillchecks, and in the future there will be improvements on distance objects, off-screen objects, and other things such as "async loading into a match". They missed the ETA and would like to continue working on improving it.
One thing that's often suggested is to add graphical settings to consoles- this would change nothing, as that only affects the GPU-side of things, not the CPU-side of things, which is where the problems lie.
@Zozzy, I knew that was also the case but here's some more proof if you couldn't find it during the stream.
Multiple people - "Will there be a change to the progression system this year?"
The grind is a big issue, and they know that. They're working on a way to dramatically improve it, with more details soon. Because everyone loves that answer.
For the record, though, the Grade Rewards are not, and never were, intended to be fixes to the grind.
@Astrian - "Can perk tiers be removed?"
There are no plans to remove perk tiers- it's been discussed internally, but there are no plans. There's something else in mind to help out, instead of just cutting the tiers.
Here's Peanits with some more in-depth discussion on it:
@PixelBush - "Can we have some updated Killer stats?"
Yes. You may.
These stats were taken from December 16th - January 16th for all killers across all games. The white bars are the average kill rates, and the black bars are the average pick rates. Please do not use these stats to form any sort of conclusions, as they are severely lacking in a lot of key details.
@Epicwarhog69 - "Will we ever see a match replay system?"
It's gotta be a nope. As much as they'd love one, it's an extremely technical undertaking- the kind of thing which needs the game to be made from the ground up to support it, and we're coming up 6 years now. It would be a herculean task to recode the game from the ground up to support this, when there are other tasks people want just as much which they can complete without needing that much time and resources.
@Tatariu - "Any news to share on the Ghost Face and Legion updates?"
They're in the pipe and on the way. When they were spoken about on the last stream, the design hadn't been approved nor even completed yet, so the design team were mid-research then. There is still no exact date, but they are still the next killers to receive an update. It will not be in this next update.
lunar new year event
Taking a quick break from the questions, we have the Lunar New Year event coming out soon. It will run from January 25th - February 8th. Here's the banner that was shared on stream:
Also from the teaser we got, we can see a few things:
Jane Romero is receiving a Lunar New Year cosmetic!
The Lunar Hooks are back!
The Red Envelopes float now- wait what?
questions, continued
@Anniehere - "Do you plan to add a practice mode against bots?"
Who knows? It's frequently requested but nothing is planned- but also not off the table. It's an option eventually just not in the near future.
@Fantasy - "When a Survivor disconnects, can a bot replace them?"
The stance on this is that DBD is an inherently multi-player game, and as good of a tool as they are for teaching, they are not good for actually playing. To that end, they are not looking to replace a Survivor that has disconnected with a bot.
@Tiufal - "Will Year 7 focus more on Game Health than new content?"
The short answer is that there are different teams working on content and Game Health, so there's a lot of Game Health + QOL changes in the pipeline they want to share "later this summer". Stay tuned for more broadcasts to learn more as they reveal it.
@FreckledShrike - "Does BHVR plan to release more patches like 5.3.0?"
For clarification, they do not consider 5.3.0 to be a "game health" related update- to them, game health is moreso about optimisation, QOL, and bugfixes, not balance changes. The response to the large amount of changes was positive, and everyone wants more. The giant patches are, however, difficult to make and maintain due to the required amount of work, and also because of playtesting issues internally. Don't expect these to be common- but hopefully, it won't be the last one.
@Fantasy (again) - "Can Surivor and Hex spawn locations be improved?"
Spawn locations are, actually, quite hard to test. Given the nature of the system, something breaking but only happening one out of every five hundred games is pretty difficult to pick up on and reproduce, so updates towards this system are likely to be very slow (the joys of RNG). Hopefully better hidden Totems will come soon, though.
And for the record, just because they say something is tricky doesn't mean it isn't being worked on, all it means is that it will take some time.
@Cabbage - "Could we receive a new roadmap?"
These are normally dropped around the Anniversary, so keep an eye out around then because that's when new content is revealed.
@Brokenbones - "Can we get an acknowledgement on the cheater issue?"
Cheaters suck! Everyone hates cheaters, but the nature of cheats puts the devs in a bind. Whenever information is provided to the community at large, it goes to the cheaters. If you say you fixed cheating around a certain mechanic, the cheating community will hyperfocus on that one "fixed" thing to break it as soon as possible again.
It's an arms race, so please understand that when they remain silent on cheating, it's often happening to try and mute the information given to the cheaters.
@Epicwarhog69 - "Any chance for a new Anti-Cheat system?"
EAC will eventually get updated to support Steam Deck, as it does not currently support any Linux-based OSs (Operating Systems). There are no plans to add in a new anti-cheat. Side note- it's not just the anti-cheat, but work needs to be done in the game as well to fix existing vulnerabilities.
@ChuckLit - "Any plans to slow down gens, especially in the early game?"
A lot of prototypes were tested internally, and were pretty resoundingly rejected. They weren't fun.
That said, gen speeds and the general slowdown meta are currently in internal conversations and there may be more news in the future.
And no, this doesn't mean that only killers are being looked at- they're investigating the meta on both sides.
@Alex_Segrob - "Will we ever see a visual rework for older mori's?"
This is in the backlog and the OG3 could definitely use an update, but it's not all too high on the priority list.
@Dwight_Fairfield - "Is there anything planned for The Shape?"
At the moment, nothing. There may be smaller changes coming but nothing major at the moment, like with Ghost Face and Legion.
@CakeDuty - "Can you tell us more about the possible changes to facecamping?"
They're still working on it. An internal prototype was recently finished and is being playtested now-ish, but it's still very early and nothing more can really be said. When more concrete information is available, we'll get it.
@hikarun (Japanese) - "Why do you nerf some add-ons for unpopular or weak killers?"
Players at different skill rates perform very differently using different killers. Twins are a great example of this- at low and mid MMR, they're terrible, while at high MMR they're absolute monsters. Some of the highest kill rates in the game come from Twins, so further buffing them doesn't make too much sense, since while it bolsters their performance at low to mid MMR, at high MMR it would make them even stronger, which then wouldn't make sense. Nerfing them may seem cruel, but the add-ons were influencing their ability more than they were comfortable with.
Also it's worth noting they did buff some add-ons this patch, too.
Also, all add-on changes this patch took no programmer bandwith- they were number changes that could be done by the designers themselves, instead of needing to recode something. Things like Alchemist's Ring get brought up a lot, and the reason this wasn't included was because it would need a programming change, which the programmers didn't have the bandwith to deal with. Things are still on the radar.
@setseetat - "Are you planning on implementing any new gamemodes?"
They're currently working on fixing matchmaking, but they're also investigating the impact of splitting the queue. It's uncertain if this would be a permanent or temporary gamemode, and they want to support their players so they can play whatever role they want without having to wait a substantial amount of time. If current matchmaking would be found to brick those who play the regular mode, then no it's not an option. All aspects of the game should be supported.
But yes, there's a chance. "There's always a chance- wink."
@Shroompy - "Can we get a little more info on those solo queue improvements?"
There isn't much to reveal on this, due to internal conversations going on. However, Patrick requests we keep making forum posts about what we'd like to see and why in terms of solo improvements as, contrary to popular belief, they are actually read. So please do, they're super useful, and can help shape the ideas.
Peanits would like to shout out Reddit user u/99thcloud for this potential mockup of what it could look like:
And here's the link to the actual post:
2,293 votes and 303 comments so far on Reddit
@PoorlyPython9 - "Will Iridescent Shards ever be easier to earn?"
They're giving out Shards as part of login bonuses during events, but as for making them easier to earn through gameplay there are no plans.
@jamillasky - "Can you let us know which maps have the most escapes and kills?"
Maybe.
Once more, please do not use these stats to form any sort of conclusions, as they are severely lacking in a lot of key details.
@Madjura - "What is the Killer/Survivor distribution?"
Internally, this is known as the "Role Ratio"- the ratio between killers and survivors. In a perfect world, this should be 4:1, but the truth is that this fluctuates throughout the day quite often. Time of day, reigon, platform, day of the week, and seasonally all are important factors. So no specific ratio can be given, because by the time Patrick has finished talking (and I've finished writing, and you've read it) it will be wrong.
@theTARNavsky - "Will SBMM ratings be visible?"
Not anytime soon. Having visible MMR ratings will lead to a lot of "toxic elitism", which is not what they want. What they do want is to give more competitively-minded players feedback on their standing within the game more meaningful than the Grade system. But this isn't a high priority right now.
@MikaleaWantsYourBoon - "Are you planning on wrapping up the Realm Beyond before the 6th Anniversary?"
Nope. There's a few maps remaining which need a lot of work to finish off, so there's no plans to have it finished before the anniversary.
Side note: Peanits loves your name.
bloodpoint code
For 100k BP, enter code LIGHTSCAMERABP. What a lovely interruption.
the questions, continued... again
@Mooks - "Are you planning on running more experimental weekends?"
Right now, no- there's nothing that needs to be tested. However, if they do need this to happen, it's likely it'll happen through the Beta tab and not to everyone if it doesn't affect everyone. There just isn't one right now.
@maximo99ac - "Any plans to rework the perks system in the future?"
There are no plans to rework the perk system outside of progression, including choice-restriction or a "points-based system".
@kr1ptos - "Will we ever be able to change the lobby background?"
Short answer: no. Long answer: no, they tie lobbies into events and what's going on to make the game look better and feel more involved even while queuing, so while everyone has their favourite lobbies there's no plans to allow lobby customisation.
@NOCTURN_05 - "Are you looking into doing sole QOL changes for The Twins?"
DISCLAIMER: NOT IN THE NEXT UPDATE. YOU HAVE BEEN WARNED.
There was a big flashy banner along the top of the Stream so I hope I emulated that.
Twins come up regualrly in discussion, and they are likely to be changed after the Ghost Face and Legion reworks. Please refer to the banner, this will take a long time, it will not happen soon. It will be done, not anytime soon. Do not get too excited.
@tanner_1230/@jamillasky - "How do you consider what to change/update?"
Specifically in regards to balance, they look at both quantitative (raw numbers) and qualitative (personal experience) data. For quantitative data, they use the stats they track across the games and combine them all together with MMR values. For qualitative data, they interact with (technically) the community for their feedback- like the Forums, for instance. Take the Object of Obsession change- according to the quantitative data, it was deserving of a buff, but according to the qualitative data everyone hated it and wanted it gone. So they take a mixture of both, sometimes prioritising one over the other, until they come to the conclusion.
In terms of what's needed to be tweaked, they generally keep a "hitlist" of what needs to be hit, however this hitlist is constantly changing based on the current state of the game.
@xenomorphfordbd5 - "Have you ever considered revisiting a Chapter?"
A lot of people would like to see a map for the All-Kill chapter. Not a super definitive answer, but it's the usual 'not been ruled out, not confirmed- depends on what we can do in the future'. If they have the bandwith for it, absolutely.
Also if anything was done about this, it'd most likely be a surprise.
@BigChapAlien21 - "Can we get a search bar for perks?"
There's a few changes for the general flow of equipping perks coming out soon- like sooner than the usual soon:tm:- but there are no dates on hand. It should make it easier for all players- PC and console- to equip perks effectively. Hopefully there'll be more to show in the near future.









Comments
For the next names, I do not have access to any Japanese characters, and the Roamised version of the name is not available.
[JAPANESE TEXT] - "Is SBMM really working if grades are so different?"
It's important to note that grade is not an indicator of skill, nor of the player's SBMM. All it means is that they've played a lot this month. In terms of MMR, "The MMR system itself, the ratings, is absolutely working well. We've gathered tons and tons of data, and it's very good at predicting match outcomes. The problem- and I'm admitting there is a problem- lies more with the matchmaking system itself, and a situation where it puts players into a game it already knows it has lost."
Matchmaking is always a battle between speed and fairness. You can make matches completely fair and balanced, but it would take hours to find games. You can find matches within seconds, but at the cost of a lot of fairness. The system at the moment has an issue where it prioritises speed a bit too much, particularly with "backfilling" (where a player leaves the lobby, or can't enter). Speed here is massively prioritised and anyone is thrown in whenever possible. This is particularly an issue with killer players- new killer players being dragged into lobbies with people far above their skill level. This is something very specific they're looking into fixing, right now.
[JAPANESE TEXT] - "Do you plan to give Killers more BP for facing SWF?"
There's nothing currently planned, despite internal conversations. It's more likely it's better to look at it from a view of 'how do we properly compensate and deal with this', through solo buffs then killer buffs, instead of just bloodpoint rewards. The idea is to close the Solo/SWF gap so it's not something you need a reward for.
[JAPANESE TEXT] - "Are there any plans for the "Thumbs Up" feature?"
The whole 'give props', or endoursement system, has been discussed and is on the potential for being changed/made more important, but there's no current plans for this
[JAPANESE NAME] - "Has a perk ever been scrapped for being too weak, powerful, funny, etc."
Truth is, most of the crazy perk ideas die really, really early in the design process. If a perk is too weak, or too strong, the designers will poke holes in the ideas until they work. When a perk reaches the prototyping stage, it's very rare that it gets scrapped then, and instead it's tweaked.
The main perk designers do a really good job- they have good ideas right out of the gate which are fairly well balanced (except let's not talk about COH) so there aren't really any stories of perks being scrapped anymore.
There was once a buff to self-care though, which was jokingly called "Selfish Care", that made it to the PTB. The self-heal speed was upped to 75%, but you could also heal others at 75%. It's literally what Circle of Healing will be, except without the limitations of a Boon.
[JAPANESE NAME] - "Do you plan to add an Exposed add-on to The Nurse?"
There are no plans for this just yet. Maybe in the future, but no not now. Nurse probably doesn't need it, anyway (but if someone writes a very well-composed, 5 page essay on here explaining why she needs some, then Patrick might be convinced).
[JAPANESE NAME] - "Do you plan to increase the 1mil BP cap?"
This has been talked about a lot recently. Talks have focused around what value the cap has at the moment, and while they used to be dead set on keeping the cap firmly in place, they're definitely a lot more open to discussion now. So no plans yet but they're talking.
@EviLivE [RU] - "Are there any plans to buff Killers that struggle against SWF?"
Not really- they generally try to avoid balance changes to individual killers based on their performance against SWF or solos. The reason for this is because a killer perfectly balanced for SWF tends to be completely OP against solos, and vice versa.
@hunnybe4r - "Shirtless Felix when?"
Sigh.
@standemic [RU] - "Will the EGC be reworked somehow?"
The EGC exists to prevent a stalement and force the game to end under normal circumstances. It forces one side to make a play and make a decision, where previously they would hold still and do nothing. It exists only to make the game end, and that's all; and for that purpose, it does great.
If you want survivors to be against the clock, the option always exists to open the gates yourself.
closing messages:
Circle of Healing nerf!
New Grade Rewards!
Bloodrush ends tomorrow!
Lunar New Year event!
----------
And also, for @Huge_Bush, here's the obligatory animal picture. This time, it's donkeys.
(They are Felix and Viejo cuddling. I stole them from Reddit.)
ily Karu <3
OH MY GOD THE FACECAMPING ONE IS A BUBBA LETS GO!
Oh, yea, also, Thanks for the summary :)
I appreciate all the effort you put into this!! And I hope at somepoint we can get console cross progression.
Omg! Thank you for great effort!
This picture for you:
theyre so tiny and precious
Hi
Yooo
Many thanks for this
If you woulda put "SOON Kappa" I wouldn't even be mad.
Honestly, your post is the best thing to come out of this...mess.
EDIT: On this scenario, an image is worth a thousand words.
I always appreciate seeing these! Thank for for taking the time out of your day to make this.
I think I got a little too excited for the Legion changes, so I'm sad to see it's not coming this update.
I'm excited for the icons showing what other survivors are doing, I think It'll get me into playing survivor again. It's always been really frustrating for me because I have no friends
that play DbdThanks for doing these Karu!
Thanks for this.
I watched some of the stream as well and I notice that they've started having the Community Manager on duty paraphrase whatever the answer to the questions was after everyone else is done talking. They've done it a few times now and, FWIW, I think that really helps.
Thank you so much ❤️
Thank you very much for this @GoodBoyKaru it is very much appreciated that you've taken a lot of your time to do all this <3
That was a lot. Thanks for doing this again. <3
second post ive ever made thats needed more characters than the default post allows lol, this was a hefty stream
last time it was ruined by @TheGannMan though, which was rude of him
I said I was sorry 😭😭😭
I want more details.
thanks
there is the context
I am consistently impressed by your thoroughness, accuracy, and speed with these writeups.
Jolly good show!
i have fingers of steel (thank you!!)
Well at least you actually explained this time.
I prefer to read your posts over watching the dev stream, so thank you! Also, thanks for the cutie pie donkeys! Here's some cuteness for you:
Thank you, here's some cows.
*Comes in as Clown main drooling* Mmmmm yesssssss tasty FINGERS GIMMMIE!
*coughs a few times clearing my throat*
Ahem sorry about that don't know what came over me. Good job GBK. Thank you for posting this I was too busy to watch today and probably was not in the right mindset to even receive any of the information with a good light.
+10 Internets for you.
Thank you.
Thank you, i really apreciate you doing this as i often can't catch due to work.
It's a shame there are some people that think doing anything but insulting the devs is bootlicking
i would say ignore the toxic negative community of dbd and embrace the positive cowmunity of dbd instead
Thanks for this as always dude! Much better and easier to read through these than watch the stream ^^
Hope it didn't take you too long this time.
Thank you kindly GBK. I love how the icon for 'I'm being camped' is a Bubba.
Thank you very much for your hard work. I could not watch the Q&A due to work and was hoping for a summary.
Thank you for this, @GoodBoyKaru, always amazingly helpful!
i agree with the sentiment of embracing cows
Thank you my friend!
donkeys are my fav <3
i love them so much
Мой вопрос неправильно перевели на трансляции q&a. Я имел ввиду: Планируется ли усиления основных механик (способностей) убийцам, которым тяжелее всего приходится против команды выживших с голосовой связью?
А не всех убийц бафнуть чтобы на всех было легко играть. У многих убийц можно добавить небольшие правки и они будут вполне играбельны.
Как пример:
Траппер - после последнего баффа стал интереснее, 2 капкана лучше чем один, однако при нынишних темпах игры он сильно отстаёт даже от Хаги.
Дайте траперу возможность бросать перед собой раскрытую трапу, и он сразу заиграет новыми крассками.
Свинка - рывок из засады свинки вполне играбелен, однако её капканы оставляют желать лучшего. Их снимают почти всегда с 1-2 попытки и активация через завод генератора играет против неё.
Дайте Свинке возможность активации капкана через повешание. Или возможность подбирать капканы у коробок, где капканы были скинуты с 1-2 раза.
Можно массу всего придумать. Маньяки и так слишком сильно зависят от карты, но когда их же способность ставит их в положение безысходности против генраша или выжившие не чувствуют никакой угрозы со стороны маньяка - из охотника ты превращаешься в клоуна на патеху выжившим.
Мне откровенно плевать на изменения. У меня почти 4к часов на маньяках, и за это время я смирился и с генрашем, и с тотемами дара, с токсичным комьюнити выживших не отрывающих пятую точку у ворот, но я понимаю насколько приходится тяжело начинающим убийцам, которым с новым ммр просто не увидят ничего хорошего после нескольких побед, дойдя до средних рангов их будут ждать они - пати сурвов с выкачаными топ навыками и фонариками, без единого шанса убить хоть кого либо со стандартными навыками. В конечном счёте просто всё сведётся к тому что бывалые маньяки все уйдут, а у сурвов будет масса времени играть в симулятор скилчеков сидя за генератором.
How can you be a community manager for DbD and not know Otz?
True
what
essentially what theyre saying is their question was mistranslated for the qna. what they actually meant i dont think google is specific enough to translate correctly, because it starts talking about giving trapper a ladder
I love it when translations screw things up.
Wdym, Trapper deserves a ladder to get up at points where you normally only fall down, easy map traversal on Midwich, Meatplant, Haddonfield etc.
GoodBoyKaru community manager confirmed?!
if i was id use this place a whole lot less
For better or worse?
for my mental health probably better
Well, then you might want to.
Thank you for all your hard work <3
Edit: I can't believe I reposted a cow, whoops
that second picture makes me happy in ways i cannot properly say